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At just 16 years old, Sarah embarked on her entrepreneurial journey by identifying a gap in the market for secondhand Nintendo video games in New Zealand. Recognizing that the gaming giant often neglected their distant audience, she imported these games from the USA—a venture initially aimed at her personal enjoyment but quickly grew into a successful small business.
This venture taught her a fundamental lesson: to earn money, think about how to solve someone else's problem. By addressing the scarcity of certain video games, she found a profitable niche.